#include "Goomba.h"
#include "Resource.h"


Goomba::Goomba(LPDIRECT3DDEVICE9 d3ddv,  LPDIRECT3DSURFACE9 BackBuffer, LPD3DXSPRITE SpriteHandler, float x, float y, int ID, int Object_State, int Direction): Object(x, y)//, ID, Object_State)
{
	this->setIDObjType(ID);

	check_turn = false;

	pos_x = x;
	pos_y = y;

	_xOld = x;
	_yOld = y;
	
	veloc_x = -(float)GOOMBA_VX;
	veloc_y = 0;
	accel_y = 0;
	p_sprite = new Sprite(SpriteHandler, ResourceMng::GetInst(d3ddv, BackBuffer)->GetTexture(L"..\\Resources\\Images\\goomba_32.png"), 125, 0);

	width = p_sprite->getTexture()->getWidth();
	height = p_sprite->getTexture()->getHeight();

	timeDie = 0;

	

	isGravity = true;

	//object_State = ES_ACTIVING;

	this->obj_state = Object_State;
	direction = Direction;
	if (obj_state == ES_ACTIVING)
	{
		if (direction == 1)			//sang trai
		{
			veloc_x = -(float)GOOMBA_VX;
		} 
		else if (direction == 2)	//sang phai
		{
			veloc_x = (float)GOOMBA_VX;
		}
	} 
	
}

Goomba::~Goomba()
{
	/*if (_sprite != NULL)
	delete _sprite;*/
	
}

 

void Goomba::render(int cameraX, int cameraY)
{
	
	if (obj_state != ES_REMOVE)
	{
		p_sprite->render(pos_x, pos_y, cameraX, cameraY);
	}
	
}

OBJECT_TYPE Goomba::getObjectType()
{
	return OBJECT_ENEMY;
}

/**--------------------------------------------------------
*Description : Turn left Turtle
*Method name : TurnLeft
*Parameters :   
*Return value : void
--------------------------------------------------------**/
void Goomba :: TurnLeft()
{
	check_turn = true;
	//turtle_cur = turtle_left;
	p_sprite->setFrame(1, 9);
	veloc_x = (float)-GOOMBA_VX;
}


/**--------------------------------------------------------
*Description : Turn right Turtle
*Method name : TurnRight
*Parameters :   
*Return value : void
--------------------------------------------------------**/
void Goomba :: TurnRight()
{
	check_turn = false;
	//turtle_cur = turtle_right;
	p_sprite->setFrame(12, 20);
	veloc_x = (float)GOOMBA_VX;
}

void Goomba::update(list<Object*>* obj_list, DxInput* input, float gameTime)
{
	switch (obj_state)
	{
	case ES_ACTIVING:
		move(obj_list, gameTime);//Move(staObjs, gameTime);
		p_sprite->update(gameTime);
		if (pos_y <= 0)	//goomba roi xuong ho, height = 0
		{
			changeState(ES_REMOVE);
		}
		break;
	case ES_DIED:
		timeDie += gameTime;
		if (timeDie > 900)
		{
			changeState(ES_REMOVE);
		}
		p_sprite->update(gameTime);
		//ResetRect();
		break;
	case ES_FALL:
		pos_x += veloc_x * gameTime;
		veloc_y -= accel_y * gameTime;
		pos_y += veloc_y * gameTime + 1/2 * accel_y * gameTime *gameTime;
		if (pos_y <= 0)	//goomba roi xuong ho, height = 0
		{
			changeState(ES_REMOVE);
		}
		//ResetRect();
		//ResetRectNULL();
		p_sprite->update(gameTime);
		break;
	}
	
	
}

void Goomba::move(list<Object*>* obj_list, float TPF)
{
	Object* obj;
	list<Object*>::iterator i;
	width = p_sprite->getTexture()->getWidth();
	height = p_sprite->getTexture()->getHeight();
	
	_xOld = pos_x;
	_yOld = pos_y;

	

	//Xet va cham theo truc X
	pos_x += veloc_x * TPF;
	
	

	//Xet va cham theo truc Y
	if (isGravity == false)
	{
		accel_y = 0;
	}
	else
	{
		accel_y = GRAVITY;
	}	
	veloc_y -= accel_y * TPF;
	pos_y += veloc_y * TPF + 1/2.0 * accel_y * TPF * TPF;
	//ResetRect();


	//kiem tra va cham nam tren gach, da
	for (i = obj_list->begin(); i != obj_list->end(); i++)
	{
		obj = *i;
		if (obj->getObjectType() == OBJECT_LAND)
		{
			//Box box = this->getBox(time);
			Box box(this->_xOld,
				this->_yOld - this->height, 
				width, 
				height, 
				veloc_x * TPF, 
				veloc_y * TPF + 1.0f/2.0f * accel_y * TPF * TPF);

			//Box block = obj->getBox(time);
			Box block(obj->getPosX(),
				obj->getPosY() - obj->getHeight(),// - 0.11,
				obj->getWidth(),
				obj->getHeight()
				);

			Box boxphase = Collision::GetSweptBroadphaseBox(box);
			if (Collision::AABBCheck(boxphase, block))
			{
				float normalx = 0;
				float normaly = 0;
				float collision_time = Collision::SweptAABB(box, block, normalx, normaly);
				if (0 < collision_time && collision_time < 1)
				{
					isGravity = false;
					if (normalx == 1 && normaly == 0)		//va cham tu phai -> trai
					{
						//pos_x = _xOld + veloc_x * collision_time;// + 1.0f/2.0f * accel_x * collision_time *collision_time;
						//accel_x = 0;
						//veloc_x = -veloc_x;

						if (this->_yOld - this->height < obj->getPosY())
						{
							pos_x = _xOld + veloc_x * collision_time;
							veloc_x = -veloc_x;						
						}
					} 
					else if (normalx == -1 && normaly == 0)		//va cham tu trai -> phai
					{
						//pos_x = _xOld + veloc_x * collision_time;// + 1.0f/2.0f * accel_x * collision_time *collision_time;
						//accel_x = 0;
						//veloc_x = -veloc_x;

						if (this->_yOld - this->height < obj->getPosY())
						{
							pos_x = _xOld + veloc_x * collision_time;
							veloc_x = -veloc_x;						
						}
					}
					else if (normalx == 0 && normaly == -1)		//va cham tu duoi -> tren
					{
						
					}
					else if (normalx == 0 && normaly == 1)		//va cham tu tren -> duoi
					{
						

						pos_y = _yOld + veloc_y * collision_time + 1.0f/2.0f * accel_y * collision_time *collision_time;// + 0.5;
						accel_y = 0;
						veloc_y = 0;

						
					}

					/*if (this->_yOld - this->height <= obj->getPosY() + 1.5)
					{
						isGravity = false;
					}
					else
					{
						isGravity = true;
					}*/
					 

					

					 
				}
				else
				{
					
					isGravity = true;
				}
			}
			else
			{
				isGravity = true;
				
			}


			 
		}
		else
		{
			isGravity = true;
		}
	}

	if(veloc_x > 0)
	{
		TurnRight();
	}
	else
	{
		TurnLeft();
	}

	_xOld = pos_x;
	_yOld = pos_y;

	if (veloc_x >= 0)
	{
		direction = 2;
	} 
	else
	{
		direction = 1;
	}
}

void Goomba::changeState(int state)
{
	obj_state = state;
	switch (obj_state)
	{
	case ES_ACTIVING:
		veloc_x = GOOMBA_VX;
		accel_y = GRAVITY;
		break;

	case ES_FALL:
		if (check_turn == false)
		{
			p_sprite->setFrame(21,21);
		} 
		else
		{
			p_sprite->setFrame(0,0);
		}
		veloc_y = 1.5;
		accel_y = GRAVITY;
		//_sprite->SetFrame(0,0);
		break;
	case ES_DIED:
		if (check_turn == false)
		{
			p_sprite->setFrame(11,12);
		} 
		else
		{
			p_sprite->setFrame(10,11);
		}
		
		veloc_x = 0;
		break;
	}
}
